Don't try and assess the quality of your normal map by applying it as a diffuse texture. Apply it as a normal map, as it should be, and check that it looks the way you want it. Your example where you say the big greenish patch at the edge of your blade (on the soft edge mesh) is ugly/wrong... that's actually how the normal…
The point was to illustrate how textures are spacially mapped, rather than on the screen. It's also not just about textel density, its also about your time. Modularity takes time to plan and skill to achieve seamlessly. Sometimes its just easier to have proper unrestricted tools, but also a lot of times its easier to do…
'The traditional workflow' doesn't mean anything. I ignored that entire paragraph of your post because it was just nonsense. A synced (and not synched) workflow just means your baker and target rendering engine use the same way to encode/decode normalmaps. This has happened since normalmaps were first around (doom3 came…
I've heard this argument before and it's seems very myopic. The reason that they refuse to do it is because they can't afford to cover the whole fragmented market and keep control over the distribution of the software. Were they to offer the source code publicly, independent developers could adapt the software to other…
I think you have a good point, ComradeJ...about most of the target audience for Wii Fit and Brain Age probably not even being informed of what E3 is. However, the flip side to that..is with this new target audience reading about Nintendo news...they catch wind of E3 and then become a part of it (perhaps next year). Sorta…
It's almost a studio by studio basis. It wouldn't be a bad idea to hit UDN and read up on characters, since quite a few places use the Unreal Engine. BiPed is kind of the easy way out, of course you can make a really nice custom rig but who has the time. BiPed just makes so many things easier. Of course that ease of use…
We use bones at work. WE have a very nice face rig. check out Jason Osipa's book, stop staring as a good starting place. There are lots of books out there for creating face bone rigs. Another one i think is called character creation in maya. The modeling portion is ass,but the face rig is pretty nice. Our engine has a bone…
I really enjoyed the demo but there where a few things that tood out as being really, really 'off' to me. Sor starters, running isn't very smooth, and going over slight changes in gradient makes your screen jump a tiny bit with the ground. its hard to explain, but it bug the hell out of me. Imagine it as instead of…
I mean things like: - Your portfolio is too old - This is student work - Did you just graduate? - Your work is just not good enough in general. are qualitative. Not particularly helpful but it's something. Honestly the rest of the stuff - if that's sort of critiques you are getting from coworkers or peers I would not…
I'm participating in the Allegorithmic Substance contest: http://www.allegorithmic.com/contest/battle-titans For my submission I'm creating an armored war giant which is inspired by the ones found in a game called Drakan: Order of the Flame (1999), which is an old favorite of mine. I thought it would be cool to create a…